3 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
6 * Copyright (c) 1997 Ben Harrison, and others<br>
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.<br>
10 * 2014 Deskull rearranged comment for Doxygen.<br>
17 * @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()
20 void do_cmd_rerate_aux(void)
22 /* Minimum hitpoints at highest level */
23 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
25 /* Maximum hitpoints at highest level */
26 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
33 /* Pre-calculate level 1 hitdice */
34 p_ptr->player_hp[0] = p_ptr->hitdie;
36 for (i = 1; i < 4; i++)
38 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
41 /* Roll the hitpoint values */
42 for (i = 1; i < PY_MAX_LEVEL; i++)
44 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
47 /* Require "valid" hitpoints at highest level */
48 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
49 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
55 * @brief プレイヤーのヒットダイスを振り直した後明示を行う / Hack -- Rerate Hitpoints
56 * @param display TRUEならば体力ランクを明示する
59 void do_cmd_rerate(bool display)
66 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
68 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
71 /* Update and redraw hitpoints */
72 p_ptr->update |= (PU_HP);
73 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
84 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
85 p_ptr->knowledge |= KNOW_HPRATE;
89 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
90 p_ptr->knowledge &= ~(KNOW_HPRATE);
98 * @brief 必ず成功するウィザードモード用次元の扉処理 / Wizard Dimension Door
99 * @return 実際にテレポートを行ったらTRUEを返す
101 static bool wiz_dimension_door(void)
105 if (!tgt_pt(&x, &y)) return FALSE;
107 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
114 * @brief 指定されたIDの固定アーティファクトを生成する / Create the artifact of the specified number
117 static void wiz_create_named_art(void)
119 char tmp_val[10] = "";
123 if (!get_string("Artifact ID:", tmp_val, 3)) return;
126 a_idx = atoi(tmp_val);
127 if(a_idx < 0) a_idx = 0;
128 if(a_idx >= max_a_idx) a_idx = 0;
130 /* Create the artifact */
131 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
134 msg_print("Allocated.");
139 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
142 static void do_cmd_wiz_hack_ben(void)
150 #ifdef MONSTER_HORDES
153 * @brief ウィザードモード用モンスターの群れ生成 / Summon a horde of monsters
156 static void do_cmd_summon_horde(void)
158 int wy = p_ptr->y, wx = p_ptr->x;
163 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
164 if (cave_empty_bold(wy, wx)) break;
167 (void)alloc_horde(wy, wx);
170 #endif /* MONSTER_HORDES */
173 * @brief 32ビット変数のビット配列を並べて描画する / Output a long int in binary format.
176 static void prt_binary(u32b flags, int row, int col)
182 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
187 Term_putch(col++, row, TERM_BLUE, '*');
190 /* Dump unset bits */
193 Term_putch(col++, row, TERM_WHITE, '-');
199 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
202 * @brief アイテムの階層毎生成率を表示する / Output a rarity graph for a type of object.
203 * @param tval ベースアイテムの大項目ID
204 * @param sval ベースアイテムの小項目ID
209 static void prt_alloc(byte tval, byte sval, int row, int col)
213 u32b rarity[K_MAX_DEPTH];
214 u32b total[K_MAX_DEPTH];
216 cptr r = "+---Rate---+";
221 alloc_entry *table = alloc_kind_table;
223 /* Wipe the tables */
224 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
225 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
226 (void)C_WIPE(display, 22, s32b);
228 /* Scan all entries */
229 for (i = 0; i < K_MAX_DEPTH; i++)
232 for (j = 0; j < alloc_kind_size; j++)
236 if (table[j].level <= i)
238 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
240 else if (table[j].level - 1 > 0)
242 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
245 /* Acquire this kind */
246 k_ptr = &k_info[table[j].index];
248 /* Accumulate probabilities */
249 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
250 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
252 /* Accumulate probabilities */
253 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
256 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
259 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
262 /* Calculate probabilities for each range */
263 for (i = 0; i < 22; i++)
265 /* Shift the values into view */
267 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
268 possibility += rarity[j] * 100000 / total[j];
269 display[i] = possibility / 5;
272 /* Graph the rarities */
273 for (i = 0; i < 22; i++)
275 Term_putch(col, row + i + 1, TERM_WHITE, '|');
277 prt(format("%2dF", (i * 5)), row + i + 1, col);
281 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
283 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
287 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
291 /* Make it look nice */
296 * @brief プレイヤーの職業を変更する
298 * @todo 魔法領域の再選択などがまだ不完全、要実装。
300 static void do_cmd_wiz_reset_class(void)
307 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
310 sprintf(tmp_val, "%d", p_ptr->pclass);
313 if (!get_string(ppp, tmp_val, 2)) return;
316 tmp_int = atoi(tmp_val);
319 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
322 p_ptr->pclass = tmp_int;
324 /* Redraw inscription */
325 p_ptr->window |= (PW_PLAYER);
327 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
328 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
335 * @brief ウィザードモード用処理としてターゲット中の相手をテレポートバックする / Hack -- Teleport to the target
338 static void do_cmd_wiz_bamf(void)
340 /* Must have a target */
341 if (!target_who) return;
343 /* Teleport to the target */
344 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
349 * @brief プレイヤーの現能力値を調整する
350 * Aux function for "do_cmd_wiz_change()". -RAK-
353 static void do_cmd_wiz_change_aux(void)
363 /* Query the stats */
364 for (i = 0; i < 6; i++)
367 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
370 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
373 if (!get_string(ppp, tmp_val, 3)) return;
376 tmp_int = atoi(tmp_val);
379 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
380 else if (tmp_int < 3) tmp_int = 3;
383 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = tmp_int;
388 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
391 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
394 tmp_s16b = atoi(tmp_val);
397 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
398 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
400 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
402 for (i = 0;i < 64;i++)
404 p_ptr->weapon_exp[j][i] = tmp_s16b;
405 if (p_ptr->weapon_exp[j][i] > s_info[p_ptr->pclass].w_max[j][i]) p_ptr->weapon_exp[j][i] = s_info[p_ptr->pclass].w_max[j][i];
409 for (j = 0; j < 10; j++)
411 p_ptr->skill_exp[j] = tmp_s16b;
412 if (p_ptr->skill_exp[j] > s_info[p_ptr->pclass].s_max[j]) p_ptr->skill_exp[j] = s_info[p_ptr->pclass].s_max[j];
415 for (j = 0; j < 32; j++)
416 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
418 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
421 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
424 if (!get_string("Gold: ", tmp_val, 9)) return;
427 tmp_long = atol(tmp_val);
430 if (tmp_long < 0) tmp_long = 0L;
433 p_ptr->au = tmp_long;
437 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
440 if (!get_string("Experience: ", tmp_val, 9)) return;
443 tmp_long = atol(tmp_val);
446 if (tmp_long < 0) tmp_long = 0L;
448 if (p_ptr->prace != RACE_ANDROID)
451 p_ptr->max_exp = tmp_long;
452 p_ptr->exp = tmp_long;
461 * @brief プレイヤーの現能力値を調整する(メインルーチン)
462 * Change various "permanent" player variables.
465 static void do_cmd_wiz_change(void)
468 do_cmd_wiz_change_aux();
470 /* Redraw everything */
476 * @brief アイテムの詳細ステータスを表示する /
477 * Change various "permanent" player variables.
478 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
481 * Wizard routines for creating objects -RAK-
482 * And for manipulating them! -Bernd-
484 * This has been rewritten to make the whole procedure
485 * of debugging objects much easier and more comfortable.
487 * The following functions are meant to play with objects:
488 * Create, modify, roll for them (for statistic purposes) and more.
489 * The original functions were by RAK.
490 * The function to show an item's debug information was written
491 * by David Reeve Sward <sward+@CMU.EDU>.
492 * Bernd (wiebelt@mathematik.hu-berlin.de)
494 * Here are the low-level functions
495 * - wiz_display_item()
496 * display an item's debug-info
497 * - wiz_create_itemtype()
498 * specify tval and sval (type and subtype of object)
500 * specify pval, +AC, +tohit, +todam
501 * Note that the wizard can leave this function anytime,
502 * thus accepting the default-values for the remaining values.
503 * pval comes first now, since it is most important.
504 * - wiz_reroll_item()
505 * apply some magic to the item or turn it into an artifact.
507 * Get some statistics about the rarity of an item:
508 * We create a lot of fake items and see if they are of the
509 * same type (tval and sval), then we compare pval and +AC.
510 * If the fake-item is better or equal it is counted.
511 * Note that cursed items that are better or equal (absolute values)
513 * HINT: This is *very* useful for balancing the game!
514 * - wiz_quantity_item()
515 * change the quantity of an item, but be sane about it.
517 * And now the high-level functions
518 * - do_cmd_wiz_play()
519 * play with an existing object
520 * - wiz_create_item()
521 * create a new object
523 * Note -- You do not have to specify "pval" and other item-properties
524 * directly. Just apply magic until you are satisfied with the item.
526 * Note -- For some items (such as wands, staffs, some rings, etc), you
527 * must apply magic, or you will get "broken" or "uncharged" objects.
529 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
530 * the artifact. Be careful.
532 * Hack -- this function will allow you to create multiple artifacts.
533 * This "feature" may induce crashes or other nasty effects.
534 * Just display an item's properties (debug-info)
535 * Originally by David Reeve Sward <sward+@CMU.EDU>
536 * Verbose item flags by -Bernd-
538 static void wiz_display_item(object_type *o_ptr)
541 u32b flgs[TR_FLAG_SIZE];
544 /* Extract the flags */
545 object_flags(o_ptr, flgs);
547 /* Clear the screen */
548 for (i = 1; i <= 23; i++) prt("", i, j - 2);
550 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
553 object_desc(buf, o_ptr, OD_STORE);
557 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
558 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
559 o_ptr->tval, o_ptr->sval), 4, j);
561 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
562 o_ptr->number, o_ptr->weight,
563 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
565 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
566 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
568 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
569 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
571 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
572 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
574 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
575 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
577 prt("+------------FLAGS1------------+", 10, j);
578 prt("AFFECT........SLAY........BRAND.", 11, j);
579 prt(" mf cvae xsqpaefc", 12, j);
580 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
581 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
582 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
583 prt_binary(flgs[0], 16, j);
585 prt("+------------FLAGS2------------+", 17, j);
586 prt("SUST....IMMUN.RESIST............", 18, j);
587 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
588 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
589 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
590 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
591 prt_binary(flgs[1], 23, j);
593 prt("+------------FLAGS3------------+", 10, j+32);
594 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
595 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
596 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
597 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
598 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
599 prt_binary(flgs[2], 16, j+32);
601 prt("+------------FLAGS4------------+", 17, j+32);
602 prt("KILL....ESP......... ", 18, j+32);
603 prt("aeud tghaud tgdhegnu ", 19, j+32);
604 prt("nvneoriunneoriruvoon ", 20, j+32);
605 prt("iidmroamidmroagmionq ", 21, j+32);
606 prt("mlenclnmmenclnnnldlu ", 22, j+32);
607 prt_binary(flgs[3], 23, j+32);
612 * ベースアイテムの大項目IDの種別名をまとめる構造体 / A structure to hold a tval and its description
614 typedef struct tval_desc
616 int tval; /*!< 大項目のID */
617 cptr desc; /*!< 大項目名 */
621 * ベースアイテムの大項目IDの種別名定義 / A list of tvals and their textual names
623 static tval_desc tvals[] =
625 { TV_SWORD, "Sword" },
626 { TV_POLEARM, "Polearm" },
627 { TV_HAFTED, "Hafted Weapon" },
629 { TV_ARROW, "Arrows" },
630 { TV_BOLT, "Bolts" },
631 { TV_SHOT, "Shots" },
632 { TV_SHIELD, "Shield" },
633 { TV_CROWN, "Crown" },
635 { TV_GLOVES, "Gloves" },
636 { TV_BOOTS, "Boots" },
637 { TV_CLOAK, "Cloak" },
638 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
639 { TV_HARD_ARMOR, "Hard Armor" },
640 { TV_SOFT_ARMOR, "Soft Armor" },
642 { TV_AMULET, "Amulet" },
644 { TV_POTION, "Potion" },
645 { TV_SCROLL, "Scroll" },
647 { TV_STAFF, "Staff" },
649 { TV_LIFE_BOOK, "Life Spellbook" },
650 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
651 { TV_NATURE_BOOK, "Nature Spellbook" },
652 { TV_CHAOS_BOOK, "Chaos Spellbook" },
653 { TV_DEATH_BOOK, "Death Spellbook" },
654 { TV_TRUMP_BOOK, "Trump Spellbook" },
655 { TV_ARCANE_BOOK, "Arcane Spellbook" },
656 { TV_CRAFT_BOOK, "Craft Spellbook"},
657 { TV_DAEMON_BOOK, "Daemon Spellbook"},
658 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
659 { TV_MUSIC_BOOK, "Music Spellbook" },
660 { TV_HISSATSU_BOOK, "Book of Kendo" },
661 { TV_HEX_BOOK, "Hex Spellbook" },
662 { TV_PARCHMENT, "Parchment" },
663 { TV_WHISTLE, "Whistle" },
664 { TV_SPIKE, "Spikes" },
665 { TV_DIGGING, "Digger" },
666 { TV_CHEST, "Chest" },
667 { TV_CAPTURE, "Capture Ball" },
668 { TV_CARD, "Express Card" },
669 { TV_FIGURINE, "Magical Figurine" },
670 { TV_STATUE, "Statue" },
671 { TV_CORPSE, "Corpse" },
673 { TV_FLASK, "Flask" },
675 { TV_SKELETON, "Skeleton" },
681 * @brief nameバッファ内からベースアイテム名を返す / Strip an "object name" into a buffer
682 * @param buf ベースアイテム格納先の参照ポインタ
683 * @param k_idx ベースアイテムID
686 void strip_name(char *buf, int k_idx)
690 object_kind *k_ptr = &k_info[k_idx];
692 cptr str = (k_name + k_ptr->name);
695 /* Skip past leading characters */
696 while ((*str == ' ') || (*str == '&')) str++;
698 /* Copy useful chars */
699 for (t = buf; *str; str++)
702 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
704 if (*str != '~') *t++ = *str;
707 /* Terminate the new name */
713 * @brief ベースアイテムのウィザード生成のために大項目IDと小項目IDを取得する /
714 * Specify tval and sval (type and subtype of object) originally
717 * by RAK, heavily modified by -Bernd-
718 * This function returns the k_idx of an object type, or zero if failed
719 * List up to 50 choices in three columns
721 static int wiz_create_itemtype(void)
738 /* Print all tval's and their descriptions */
739 for (num = 0; (num < 80) && tvals[num].tval; num++)
741 row = 2 + (num % 20);
742 col = 20 * (num / 20);
744 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
747 /* Me need to know the maximal possible tval_index */
751 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
754 for (num = 0; num < max_num; num++)
756 if (listsym[num] == ch) break;
759 /* Bail out if choice is illegal */
760 if ((num < 0) || (num >= max_num)) return (0);
762 /* Base object type chosen, fill in tval */
763 tval = tvals[num].tval;
764 tval_desc = tvals[num].desc;
767 /*** And now we go for k_idx ***/
772 /* We have to search the whole itemlist. */
773 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
775 object_kind *k_ptr = &k_info[i];
777 /* Analyze matching items */
778 if (k_ptr->tval == tval)
781 row = 2 + (num % 20);
782 col = 20 * (num / 20);
786 /* Acquire the "name" of object "i" */
790 prt(format("[%c] %s", ch, buf), row, col);
792 /* Remember the object index */
797 /* Me need to know the maximal possible remembered object_index */
801 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
804 for (num = 0; num < max_num; num++)
806 if (listsym[num] == ch) break;
809 /* Bail out if choice is "illegal" */
810 if ((num < 0) || (num >= max_num)) return (0);
812 /* And return successful */
813 return (choice[num]);
818 * @briefアイテムの基礎能力値を調整する / Tweak an item
819 * @param o_ptr 調整するアイテムの参照ポインタ
822 static void wiz_tweak_item(object_type *o_ptr)
827 /* Hack -- leave artifacts alone */
828 if (object_is_artifact(o_ptr)) return;
830 p = "Enter new 'pval' setting: ";
831 sprintf(tmp_val, "%d", o_ptr->pval);
832 if (!get_string(p, tmp_val, 5)) return;
833 o_ptr->pval = atoi(tmp_val);
834 wiz_display_item(o_ptr);
836 p = "Enter new 'to_a' setting: ";
837 sprintf(tmp_val, "%d", o_ptr->to_a);
838 if (!get_string(p, tmp_val, 5)) return;
839 o_ptr->to_a = atoi(tmp_val);
840 wiz_display_item(o_ptr);
842 p = "Enter new 'to_h' setting: ";
843 sprintf(tmp_val, "%d", o_ptr->to_h);
844 if (!get_string(p, tmp_val, 5)) return;
845 o_ptr->to_h = atoi(tmp_val);
846 wiz_display_item(o_ptr);
848 p = "Enter new 'to_d' setting: ";
849 sprintf(tmp_val, "%d", o_ptr->to_d);
850 if (!get_string(p, tmp_val, 5)) return;
851 o_ptr->to_d = atoi(tmp_val);
852 wiz_display_item(o_ptr);
857 * @brief アイテムの質を選択して再生成する /
858 * Apply magic to an item or turn it into an artifact. -Bernd-
859 * @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ
862 static void wiz_reroll_item(object_type *o_ptr)
869 bool changed = FALSE;
872 /* Hack -- leave artifacts alone */
873 if (object_is_artifact(o_ptr)) return;
876 /* Get local object */
879 /* Copy the object */
880 object_copy(q_ptr, o_ptr);
883 /* Main loop. Ask for magification and artifactification */
886 /* Display full item debug information */
887 wiz_display_item(q_ptr);
889 /* Ask wizard what to do. */
890 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
892 /* Preserve wizard-generated artifacts */
893 if (object_is_fixed_artifact(q_ptr))
895 a_info[q_ptr->name1].cur_num = 0;
903 /* Create/change it! */
904 if (ch == 'A' || ch == 'a')
910 /* Preserve wizard-generated artifacts */
911 if (object_is_fixed_artifact(q_ptr))
913 a_info[q_ptr->name1].cur_num = 0;
919 /* Apply bad magic, but first clear object */
922 object_prep(q_ptr, o_ptr->k_idx);
923 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
926 /* Apply bad magic, but first clear object */
929 object_prep(q_ptr, o_ptr->k_idx);
930 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
933 /* Apply normal magic, but first clear object */
936 object_prep(q_ptr, o_ptr->k_idx);
937 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
940 /* Apply good magic, but first clear object */
943 object_prep(q_ptr, o_ptr->k_idx);
944 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
947 /* Apply great magic, but first clear object */
950 object_prep(q_ptr, o_ptr->k_idx);
951 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
954 /* Apply special magic, but first clear object */
957 object_prep(q_ptr, o_ptr->k_idx);
958 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
960 /* Failed to create artifact; make a random one */
961 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
965 q_ptr->iy = o_ptr->iy;
966 q_ptr->ix = o_ptr->ix;
967 q_ptr->next_o_idx = o_ptr->next_o_idx;
968 q_ptr->marked = o_ptr->marked;
976 object_copy(o_ptr, q_ptr);
978 /* Recalculate bonuses */
979 p_ptr->update |= (PU_BONUS);
981 /* Combine / Reorder the pack (later) */
982 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
985 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
992 * @brief 検査対象のアイテムを基準とした生成テストを行う /
993 * Try to create an item again. Output some statistics. -Bernd-
994 * @param o_ptr 生成テストの基準となるアイテム情報の参照ポインタ
996 * The statistics are correct now. We acquire a clean grid, and then
997 * repeatedly place an object in this grid, copying it into an item
998 * holder, and then deleting the object. We fiddle with the artifact
999 * counter flags to prevent weirdness. We use the items to collect
1000 * statistics on item creation relative to the initial item.
1002 static void wiz_statistics(object_type *o_ptr)
1004 u32b i, matches, better, worse, other, correct;
1006 u32b test_roll = 1000000;
1016 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1018 cptr p = "Enter number of items to roll: ";
1022 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1023 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1029 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1032 wiz_display_item(o_ptr);
1035 if (!get_com(pmt, &ch, FALSE)) break;
1037 if (ch == 'n' || ch == 'N')
1042 else if (ch == 'g' || ch == 'G')
1047 else if (ch == 'e' || ch == 'E')
1049 mode = AM_GOOD | AM_GREAT;
1050 quality = "excellent";
1057 sprintf(tmp_val, "%ld", (long int)test_roll);
1058 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1059 test_roll = MAX(1, test_roll);
1061 /* Let us know what we are doing */
1062 msg_format("Creating a lot of %s items. Base level = %d.",
1063 quality, dun_level);
1066 /* Set counters to zero */
1067 correct = matches = better = worse = other = 0;
1069 /* Let's rock and roll */
1070 for (i = 0; i <= test_roll; i++)
1072 /* Output every few rolls */
1073 if ((i < 100) || (i % 100 == 0))
1078 /* Allow interupt */
1088 /* Dump the stats */
1089 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1094 /* Get local object */
1097 /* Wipe the object */
1100 /* Create an object */
1101 make_object(q_ptr, mode);
1104 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1105 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1108 /* Test for the same tval and sval. */
1109 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1110 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1112 /* One more correct item */
1115 /* Check for match */
1116 if ((q_ptr->pval == o_ptr->pval) &&
1117 (q_ptr->to_a == o_ptr->to_a) &&
1118 (q_ptr->to_h == o_ptr->to_h) &&
1119 (q_ptr->to_d == o_ptr->to_d) &&
1120 (q_ptr->name1 == o_ptr->name1))
1125 /* Check for better */
1126 else if ((q_ptr->pval >= o_ptr->pval) &&
1127 (q_ptr->to_a >= o_ptr->to_a) &&
1128 (q_ptr->to_h >= o_ptr->to_h) &&
1129 (q_ptr->to_d >= o_ptr->to_d))
1134 /* Check for worse */
1135 else if ((q_ptr->pval <= o_ptr->pval) &&
1136 (q_ptr->to_a <= o_ptr->to_a) &&
1137 (q_ptr->to_h <= o_ptr->to_h) &&
1138 (q_ptr->to_d <= o_ptr->to_d))
1143 /* Assume different */
1151 msg_format(q, i, correct, matches, better, worse, other);
1156 /* Hack -- Normally only make a single artifact */
1157 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1162 * @brief 検査対象のアイテムの数を変更する /
1163 * Change the quantity of a the item
1164 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1167 static void wiz_quantity_item(object_type *o_ptr)
1169 int tmp_int, tmp_qnt;
1174 /* Never duplicate artifacts */
1175 if (object_is_artifact(o_ptr)) return;
1177 /* Store old quantity. -LM- */
1178 tmp_qnt = o_ptr->number;
1181 sprintf(tmp_val, "%d", o_ptr->number);
1184 if (get_string("Quantity: ", tmp_val, 2))
1187 tmp_int = atoi(tmp_val);
1190 if (tmp_int < 1) tmp_int = 1;
1191 if (tmp_int > 99) tmp_int = 99;
1193 /* Accept modifications */
1194 o_ptr->number = tmp_int;
1197 if (o_ptr->tval == TV_ROD)
1199 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1204 * @brief 青魔導師の魔法を全て習得済みにする /
1205 * debug command for blue mage
1208 static void do_cmd_wiz_blue_mage(void)
1213 s32b f4 = 0, f5 = 0, f6 = 0;
1218 set_rf_masks(&f4, &f5, &f6, j);
1220 for (i = 0; i < 32; i++)
1222 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1226 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1230 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1237 * @brief アイテム検査のメインルーチン /
1238 * Play with an item. Options include:
1241 * - Output statistics (via wiz_roll_item)<br>
1242 * - Reroll item (via wiz_reroll_item)<br>
1243 * - Change properties (via wiz_tweak_item)<br>
1244 * - Change the number of items (via wiz_quantity_item)<br>
1246 static void do_cmd_wiz_play(void)
1261 item_tester_no_ryoute = TRUE;
1263 q = "Play with which object? ";
1264 s = "You have nothing to play with.";
1265 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1267 /* Get the item (in the pack) */
1270 o_ptr = &inventory[item];
1273 /* Get the item (on the floor) */
1276 o_ptr = &o_list[0 - item];
1279 /* The item was not changed */
1283 /* Save the screen */
1287 /* Get local object */
1291 object_copy(q_ptr, o_ptr);
1297 /* Display the item */
1298 wiz_display_item(q_ptr);
1301 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1307 if (ch == 'A' || ch == 'a')
1313 if (ch == 's' || ch == 'S')
1315 wiz_statistics(q_ptr);
1318 if (ch == 'r' || ch == 'r')
1320 wiz_reroll_item(q_ptr);
1323 if (ch == 't' || ch == 'T')
1325 wiz_tweak_item(q_ptr);
1328 if (ch == 'q' || ch == 'Q')
1330 wiz_quantity_item(q_ptr);
1335 /* Restore the screen */
1343 msg_print("Changes accepted.");
1345 /* Recalcurate object's weight */
1348 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1349 - (o_ptr->weight * o_ptr->number);
1353 object_copy(o_ptr, q_ptr);
1356 /* Recalculate bonuses */
1357 p_ptr->update |= (PU_BONUS);
1359 /* Combine / Reorder the pack (later) */
1360 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1363 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1369 msg_print("Changes ignored.");
1375 * @brief 任意のベースアイテム生成のメインルーチン /
1376 * Wizard routine for creating objects -RAK-
1379 * Heavily modified to allow magification and artifactification -Bernd-
1381 * Note that wizards cannot create objects on top of other objects.
1383 * Hack -- this routine always makes a "dungeon object", and applies
1384 * magic to it, and attempts to decline cursed items.
1386 static void wiz_create_item(void)
1394 /* Save the screen */
1397 /* Get object base type */
1398 k_idx = wiz_create_itemtype();
1400 /* Restore the screen */
1404 /* Return if failed */
1407 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1412 for (i = 1; i < max_a_idx; i++)
1414 /* Ignore incorrect tval */
1415 if (a_info[i].tval != k_info[k_idx].tval) continue;
1417 /* Ignore incorrect sval */
1418 if (a_info[i].sval != k_info[k_idx].sval) continue;
1420 /* Create this artifact */
1421 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1424 msg_print("Allocated(INSTA_ART).");
1430 /* Get local object */
1433 /* Create the item */
1434 object_prep(q_ptr, k_idx);
1437 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1439 /* Drop the object from heaven */
1440 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1443 msg_print("Allocated.");
1448 * @brief プレイヤーを完全回復する /
1449 * Cure everything instantly
1452 static void do_cmd_wiz_cure_all(void)
1455 (void)res_stat(A_STR);
1456 (void)res_stat(A_INT);
1457 (void)res_stat(A_WIS);
1458 (void)res_stat(A_CON);
1459 (void)res_stat(A_DEX);
1460 (void)res_stat(A_CHR);
1462 /* Restore the level */
1463 (void)restore_level();
1465 /* Heal the player */
1466 if (p_ptr->chp < p_ptr->mhp)
1468 p_ptr->chp = p_ptr->mhp;
1469 p_ptr->chp_frac = 0;
1472 p_ptr->redraw |= (PR_HP);
1475 p_ptr->window |= (PW_PLAYER);
1479 if (p_ptr->csp < p_ptr->msp)
1481 p_ptr->csp = p_ptr->msp;
1482 p_ptr->csp_frac = 0;
1484 p_ptr->redraw |= (PR_MANA);
1485 p_ptr->window |= (PW_PLAYER);
1486 p_ptr->window |= (PW_SPELL);
1491 (void)set_confused(0);
1492 (void)set_poisoned(0);
1493 (void)set_afraid(0);
1494 (void)set_paralyzed(0);
1498 (void)set_slow(0, TRUE);
1500 /* No longer hungry */
1501 (void)set_food(PY_FOOD_MAX - 1);
1506 * @brief 任意のダンジョン及び階層に飛ぶ /
1510 static void do_cmd_wiz_jump(void)
1513 if (command_arg <= 0)
1518 int tmp_dungeon_type;
1521 sprintf(ppp, "Jump which dungeon : ");
1524 sprintf(tmp_val, "%d", dungeon_type);
1526 /* Ask for a level */
1527 if (!get_string(ppp, tmp_val, 2)) return;
1529 tmp_dungeon_type = atoi(tmp_val);
1530 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1533 sprintf(ppp, "Jump to level (0, %d-%d): ", d_info[tmp_dungeon_type].mindepth, d_info[tmp_dungeon_type].maxdepth);
1536 sprintf(tmp_val, "%d", dun_level);
1538 /* Ask for a level */
1539 if (!get_string(ppp, tmp_val, 10)) return;
1541 /* Extract request */
1542 command_arg = atoi(tmp_val);
1544 dungeon_type = tmp_dungeon_type;
1548 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1551 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;
1553 /* Accept request */
1554 msg_format("You jump to dungeon level %d.", command_arg);
1556 if (autosave_l) do_cmd_save_game(TRUE);
1559 dun_level = command_arg;
1561 prepare_change_floor_mode(CFM_RAND_PLACE);
1563 if (!dun_level) dungeon_type = 0;
1564 p_ptr->inside_arena = FALSE;
1565 p_ptr->wild_mode = FALSE;
1567 leave_quest_check();
1569 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1571 p_ptr->inside_quest = 0;
1572 p_ptr->energy_use = 0;
1574 /* Prevent energy_need from being too lower than 0 */
1575 p_ptr->energy_need = 0;
1578 * Clear all saved floors
1579 * and create a first saved floor
1581 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1584 p_ptr->leaving = TRUE;
1589 * @brief 全ベースアイテムを鑑定済みにする /
1590 * Become aware of a lot of objects
1593 static void do_cmd_wiz_learn(void)
1600 /* Scan every object */
1601 for (i = 1; i < max_k_idx; i++)
1603 object_kind *k_ptr = &k_info[i];
1605 /* Induce awareness */
1606 if (k_ptr->level <= command_arg)
1608 /* Get local object */
1611 /* Prepare object */
1612 object_prep(q_ptr, i);
1615 object_aware(q_ptr);
1622 * @brief 現在のフロアに合ったモンスターをランダムに召喚する /
1623 * Summon some creatures
1627 static void do_cmd_wiz_summon(int num)
1631 for (i = 0; i < num; i++)
1633 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1640 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1641 * Summon a creature of the specified type
1642 * @param r_idx モンスター種族ID
1645 * XXX XXX XXX This function is rather dangerous
1647 static void do_cmd_wiz_named(int r_idx)
1649 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1654 * @brief モンスターを種族IDを指定してペット召喚する /
1655 * Summon a creature of the specified type
1656 * @param r_idx モンスター種族ID
1659 * XXX XXX XXX This function is rather dangerous
1661 static void do_cmd_wiz_named_friendly(int r_idx)
1663 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1669 * @brief プレイヤー近辺の全モンスターを消去する /
1670 * Hack -- Delete all nearby monsters
1673 static void do_cmd_wiz_zap(void)
1678 /* Genocide everyone nearby */
1679 for (i = 1; i < m_max; i++)
1681 monster_type *m_ptr = &m_list[i];
1683 /* Paranoia -- Skip dead monsters */
1684 if (!m_ptr->r_idx) continue;
1686 /* Skip the mount */
1687 if (i == p_ptr->riding) continue;
1689 /* Delete nearby monsters */
1690 if (m_ptr->cdis <= MAX_SIGHT)
1692 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1696 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1697 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1700 delete_monster_idx(i);
1707 * @brief フロアに存在する全モンスターを消去する /
1708 * Hack -- Delete all monsters
1711 static void do_cmd_wiz_zap_all(void)
1715 /* Genocide everyone */
1716 for (i = 1; i < m_max; i++)
1718 monster_type *m_ptr = &m_list[i];
1720 /* Paranoia -- Skip dead monsters */
1721 if (!m_ptr->r_idx) continue;
1723 /* Skip the mount */
1724 if (i == p_ptr->riding) continue;
1726 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1730 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1731 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1734 /* Delete this monster */
1735 delete_monster_idx(i);
1741 * @brief 指定された地点の地形IDを変更する /
1742 * Create desired feature
1745 static void do_cmd_wiz_create_feature(void)
1747 static int prev_feat = 0;
1748 static int prev_mimic = 0;
1750 feature_type *f_ptr;
1752 int tmp_feat, tmp_mimic;
1755 if (!tgt_pt(&x, &y)) return;
1757 c_ptr = &cave[y][x];
1760 sprintf(tmp_val, "%d", prev_feat);
1763 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1766 tmp_feat = atoi(tmp_val);
1767 if (tmp_feat < 0) tmp_feat = 0;
1768 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1771 sprintf(tmp_val, "%d", prev_mimic);
1774 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1777 tmp_mimic = atoi(tmp_val);
1778 if (tmp_mimic < 0) tmp_mimic = 0;
1779 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1781 cave_set_feat(y, x, tmp_feat);
1782 c_ptr->mimic = tmp_mimic;
1784 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1786 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1787 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1788 c_ptr->info |= (CAVE_OBJECT);
1789 else if (have_flag(f_ptr->flags, FF_MIRROR))
1790 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1798 /* Update some things */
1799 p_ptr->update |= (PU_FLOW);
1801 prev_feat = tmp_feat;
1802 prev_mimic = tmp_mimic;
1807 #define NUM_O_BIT 32
1810 * @brief 現在のオプション設定をダンプ出力する /
1811 * Hack -- Dump option bits usage
1814 static void do_cmd_dump_options(void)
1821 /* Build the filename */
1822 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1824 /* File type is "TEXT" */
1825 FILE_TYPE(FILE_TYPE_TEXT);
1828 fff = my_fopen(buf, "a");
1833 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1838 /* Allocate the "exist" array (2-dimension) */
1839 C_MAKE(exist, NUM_O_SET, int *);
1840 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1841 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1843 /* Check for exist option bits */
1844 for (i = 0; option_info[i].o_desc; i++)
1846 const option_type *ot_ptr = &option_info[i];
1847 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1850 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1851 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1853 fputs("Set - Bit (Page) Option Name\n", fff);
1854 fputs("------------------------------------------------\n", fff);
1855 /* Dump option bits usage */
1856 for (i = 0; i < NUM_O_SET; i++)
1858 for (j = 0; j < NUM_O_BIT; j++)
1862 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1863 fprintf(fff, " %d - %02d (%4d) %s\n",
1864 i, j, ot_ptr->o_page, ot_ptr->o_text);
1868 fprintf(fff, " %d - %02d\n", i, j);
1874 /* Free the "exist" array (2-dimension) */
1875 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1876 C_KILL(exist, NUM_O_SET, int *);
1881 msg_format(_("オプションbit使用状況をファイル %s に書き出しました。", "Option bits usage dump saved to file %s."), buf);
1885 #ifdef ALLOW_SPOILERS
1890 extern void do_cmd_spoilers(void);
1892 #endif /* ALLOW_SPOILERS */
1897 * Hack -- declare external function
1899 extern void do_cmd_debug(void);
1904 * @brief デバッグコマンドを選択する処理のメインルーチン /
1905 * Ask for and parse a "debug command"
1906 * The "command_arg" may have been set.
1909 void do_cmd_debug(void)
1915 /* Get a "debug command" */
1916 get_com("Debug Command: ", &cmd, FALSE);
1918 /* Analyze the command */
1928 #ifdef ALLOW_SPOILERS
1930 /* Hack -- Generate Spoilers */
1935 #endif /* ALLOW_SPOILERS */
1942 /* Cure all maladies */
1944 do_cmd_wiz_cure_all();
1947 /* Know alignment */
1949 msg_format("Your alignment is %d.", p_ptr->align);
1952 /* Teleport to target */
1961 /* Create any object */
1966 /* Create a named artifact */
1968 wiz_create_named_art();
1971 /* Detect everything */
1973 detect_all(DETECT_RAD_ALL * 3);
1976 /* Dimension_door */
1978 wiz_dimension_door();
1981 /* Edit character */
1983 do_cmd_wiz_change();
1986 /* Blue Mage Only */
1988 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1990 do_cmd_wiz_blue_mage();
1994 /* View item info */
1996 identify_fully(FALSE);
1999 /* Create desired feature */
2001 do_cmd_wiz_create_feature();
2006 if (command_arg <= 0) command_arg = 1;
2007 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
2010 /* Hitpoint rerating */
2012 do_cmd_rerate(TRUE);
2015 #ifdef MONSTER_HORDES
2017 do_cmd_summon_horde();
2019 #endif /* MONSTER_HORDES */
2023 (void)ident_spell(FALSE);
2026 /* Go up or down in the dungeon */
2031 /* Self-Knowledge */
2036 /* Learn about objects */
2043 map_area(DETECT_RAD_ALL * 3);
2048 (void)gain_random_mutation(command_arg);
2053 (void)do_cmd_wiz_reset_class();
2056 /* Specific reward */
2058 (void)gain_level_reward(command_arg);
2061 /* Summon _friendly_ named monster */
2063 do_cmd_wiz_named_friendly(command_arg);
2066 /* Summon Named Monster */
2068 do_cmd_wiz_named(command_arg);
2071 /* Dump option bits usage */
2073 do_cmd_dump_options();
2076 /* Object playing routines */
2083 teleport_player(10, 0L);
2086 /* Complete a Quest -KMW- */
2088 if(p_ptr->inside_quest)
2090 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2092 complete_quest(p_ptr->inside_quest);
2098 msg_print("No current quest");
2103 /* Make every dungeon square "known" to test streamers -KMW- */
2105 for (y = 0; y < cur_hgt; y++)
2107 for (x = 0; x < cur_wid; x++)
2109 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2115 /* Summon Random Monster(s) */
2117 if (command_arg <= 0) command_arg = 1;
2118 do_cmd_wiz_summon(command_arg);
2121 /* Special(Random Artifact) Objects */
2123 if (command_arg <= 0) command_arg = 1;
2124 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2129 teleport_player(100, 0L);
2132 /* Very Good Objects */
2134 if (command_arg <= 0) command_arg = 1;
2135 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2138 /* Wizard Light the Level */
2140 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2143 /* Increase Experience */
2145 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2148 /* Zap Monsters (Genocide) */
2153 /* Zap Monsters (Omnicide) */
2155 do_cmd_wiz_zap_all();
2158 /* Hack -- whatever I desire */
2160 do_cmd_wiz_hack_ben();
2163 /* Not a Wizard Command */
2165 msg_print("That is not a valid debug command.");